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Update RotorOps.lua
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16
RotorOps.lua
16
RotorOps.lua
@ -251,7 +251,11 @@ function RotorOps.deployTroops(quantity, target_group_obj)
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for index, zone in pairs(RotorOps.zones)
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do
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if isUnitInZone(valid_unit, zone.name) then
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gameMsg(gameMsgs.troops_dropped, index)
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if side == "red" then
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gameMsg(gameMsgs.troops_dropped, index)
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else
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gameMsg(gameMsgs.friendly_troops_dropped, index)
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end
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end
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end
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end
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@ -432,7 +436,7 @@ function RotorOps.aiExecute(vars)
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--we should remove inactive/dead groups and cancel timer here
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if Group.isExist(Group.getByName(group_name)) ~= true or #Group.getByName(group_name):getUnits() < 1 then
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debugMsg("group no longer exists")
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--debugMsg("group no longer exists")
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return
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end
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@ -540,8 +544,7 @@ function RotorOps.assessUnitsInZone(var)
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for index, group in pairs(RotorOps.ai_blue_vehicle_groups) do
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if group then
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RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
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debugMsg("active_zone="..RotorOps.active_zone)
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RotorOps.aiTask(group, "clear_zone", RotorOps.active_zone)
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end
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end
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@ -551,7 +554,7 @@ function RotorOps.assessUnitsInZone(var)
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--set user flags based on quantities of enemy units remaining
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if not active_zone_initial_enemy_units then
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debugMsg("taking stock of the active zone")
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--debugMsg("taking stock of the active zone")
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active_zone_initial_enemy_units = red_ground_units
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end
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@ -611,7 +614,8 @@ function RotorOps.assessUnitsInZone(var)
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else
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header = "[BATTLE FOR "..RotorOps.active_zone .. "] "
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end
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body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles."
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--body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles."
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body = "RED: " ..#red_infantry.. " infantry, " .. #red_vehicles .. " vehicles. BLUE: "..#blue_infantry.. " infantry, " .. #blue_vehicles.." vehicles."..trigger.misc.getUserFlag(active_zone_status_flag)
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message = header .. body
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if RotorOps.zone_status_display then
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